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  • A study of professional awareness using immersive virtual reality: the responses of general practitioners to child safeguarding concerns

    < Back A study of professional awareness using immersive virtual reality: the responses of general practitioners to child safeguarding concerns Link Author(s) X Pan, T Collingwoode-Williams, A Antley, H Brenton, B Congdon, ... Abstract More info TBA Link

  • Computational models for the analysis and synthesis of graffiti tag strokes

    < Back Computational models for the analysis and synthesis of graffiti tag strokes Link Author(s) D Berio, FF Leymarie Abstract More info TBA Link

  • Grounded theory of accessible game development

    < Back Grounded theory of accessible game development Link Author(s) J Kulik, J Beeston, P Cairns Abstract More info TBA Link

  • Esports | iGGi PhD

    < Back Esports How might we use esports data to create immersive audience experiences, help players and teams improve, and understand human performance? Project areas include: Modelling team formation and metagame strategies in multiplayer games << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Dr Tom Collins Supervisor Game AI, Game Audio, Game Data, Player Research, Esports Read More Prof. Anders Drachen Supervisor Player Research, Design & Development, Game Data, Esports Read More Dr Anne Hsu Supervisor Applied Games, Design & Development, Player Research, Esports Read More Dr Athanasios Vasileios Kokkinakis iGGi Alum Game AI, Player Research, Esports Read More Dan Cooke iGGi PG Researcher Available for placement Esports, Game Data, Player Research Read More Dr Phoebe Hesketh iGGi Alum Player Research, Esports Read More Dr Patrik Huber Supervisor Applied Games, Game Data, Immersive Technology, Player Research, Esports Read More Dr Alan Pedrassoli Chitayat iGGi Alum Available for post-PhD position Design & Development, Game Data, Esports Read More Dr Gaetano Dimita Supervisor Applied Games, Creative Computing, Game AI, Player Research, Esports Read More Dr Jon Hook Supervisor Applied Games, Player Research, Esports Read More Dr Ben Kirman Supervisor Player Research, Creative Computing, Design & Development, Applied Games, Esports Read More Dr Charles Ringer iGGi Alum Game AI, Game Data, Esports Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: Applying and Visualising Complex Models in Esport Broadcast Coverage A Pedrassoli Chitayat, F Block, JA Walker, A Drachen Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, 2024 Dr Alan Pedrassoli Chitayat View Details Money laundering through video games, a criminals' playground D Cooke, A Marshall Forensic Science International: Digital Investigation, Volume 50, 2024, 301802, ISSN 2666-2817 Dan Cooke View Details How Could They Win? An Exploration of Win Condition for Esports Narratives AP Chitayat, FO Block, JA Walker, A Drachen Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2024), 2024 Dr Alan Pedrassoli Chitayat View Details System and method for training a machine learning model R Spick, G Moss, T Bradley, PV Amadori US Patent App. 18/513,849, 2024 Dr Ryan Spick View Details From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond Alan Pedrassoli Chitayat, Alistair Coates, Florian Block, Anders Drachen, James Alfred Walker, James Dean, Mark McConachie, Peter York Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, 2024 Dr Alan Pedrassoli Chitayat View Details Behavioural Cloning in VizDoom R Spick, T Bradley, A Raina, PV Amadori, G Moss arXiv preprint arXiv:2401.03993, 2024 Dr Ryan Spick View Details Load More iGGi Publications for this Theme Previous Next

  • Georgia Institute of Technology

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. Georgia Institute of Technology

  • Timea Farkas

    < Back Dr Timea Farkas Goldsmiths iGGi Alum Timea is a researcher striving to understand how people engage with technologies—broadly defined—in their everyday lives, and how new technologies can enhance people's experiences of play, creative expression, and beyond. She has always been drawn to learning new things, with a background ranging from creative arts through games to science, which allows her to apply an interdisciplinary outlook towards research. She holds an MA in Sonic Arts from the University of Sheffield and has graduated with a First Class (Hons) degree in music composition and technology with a special award for outstanding achievement and collaboration. A description of Timea's research: This research project centres around understanding board game players' relationship with the immersive capabilities of hybrid board games - board games with a digital component - through finding novel interactions which strengthen the sensory elements of tabletop games. By focusing on physical board game pieces as alternative input devices to touch screens, the goal is to explore the design space of analogue-digital hybrids with a player-centric approach. farkasmarimba@gmail.com Email Mastodon Other links Website https://www.linkedin.com/in/timeafarkas/ LinkedIn BlueSky Github Featured Publication(s): Exploring the Design Space of Analogue-Digital Hybrid Boardgames Using a Player-Centric Approach How Boardgame Players Imagine Interacting With Technology The Effects of a Soundtrack on Board Game Player Experience A Grounded Analysis of Player-Described Board Game Immersion Themes Creative Computing Immersive Technology Player Research - Previous Next

  • Tactile Interaction With Virtual Reality Content | iGGi PhD

    Tactile Interaction With Virtual Reality Content Theme Immersive Technology Project proposed & supervised by Lorenzo Jamone To discuss whether this project could become your PhD proposal please email: l.jamone@qmul.ac.uk < Back Tactile Interaction With Virtual Reality Content Project proposal abstract: Most feedback in current computer games is visual (i.e. what you see on the screen), with haptic feedback restricted to very simple vibrations of a hand-held device (e.g. a PlayStation or Oculus controller). But what if you could really "touch" and "feel" with your full hands everything you see in the game, and especially in a VR game? Imagine what Minecraft VR would be like: putting your hands in the water, or inside the mud, or through a bunch of leaves, and really feeling the difference in the texture; hitting, picking, moving, using, throwing any object would feel more natural, more real. In this project the student will explore the use of a wearable glove (that includes hand motion tracking and distributed vibrating motors to give tactile feedback about the physical interactions happening in VR) to obtain effective tactile human-computer interaction in VR games. Interestingly, this technology has ample applications also in other human-computer interaction (e.g. tactile internet, tactile TV) and robotics (e.g. teleoperation) settings. The project will require very good software programming skills; a very basic knowledge of electronics would be also beneficial. In collaboration with Valkyrie Industries https://www.facebook.com/Valkyrieind/ Supervisor: Lorenzo Jamone Based at: This project will be in collaboration with Valkyrie Industries .

  • COMIC Research

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. COMIC Research

  • Dr Anna Bramwell-Dicks

    < Back Dr Anna Bramwell-Dicks University of York Supervisor Anna Bramwell-Dicks has an interdisciplinary background which started in Electronics and Music Technology before taking a sideways move to the field of Human-Computer Interaction research. She likes to combine her underlying interest in sound and music with applied psychology and creativity. She is very interested in research involving multimodal interaction (e.g. using audio, haptics, smell and/or proprioception as well as visuals within interfaces) particularly where audio is used to affect user’s behaviour or experiences. She is also very interested in accessibility research and any research in the application area of mental health and mental illness. As a lecturer in Web Development and Interactive Media, based in TFTI, Anna is always interested in work that involves designing and evaluating novel and interesting user experiences, particularly where that leads to the option to create fun, engaging, accessible experiences. She likes to work across a range of application areas ranging from learning environments to e-commerce to escape rooms and cultural exhibits! Anna is keen to work with students who want to design and develop gamified systems to support people with disabilities, physical or mental illness. Or, those who are also interested in multimodal experiences. Research themes: Accessibility Multimodal and multisensory systems Research methods anna.bramwell-dicks@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/anna-bramwell-dicks-2b941a28/ LinkedIn BlueSky Github Themes Accessibility Applied Games Design & Development Game Audio Player Research - Previous Next

  • dr-raluca-gaina

    < Back Dr Raluca Gaina Queen Mary University of London iGGi Outreach Coordinator iGGi Alum + Supervisor Dr Raluca D. Gaina is currently a Lecturer in Game AI at Queen Mary University of London, where she obtained her Ph.D. in Intelligent Games and Games Intelligence in May 2021 (in the area of rolling horizon evolution in general video game playing). She completed a B.Sc. and M.Sc. in Computer Games at the University of Essex in 2015 and 2016, respectively. In 2018, she did a 3-month internship at Microsoft Research Cambridge, working on the Multi-Agent Reinforcement Learning in Malmo Competition (MARLO). She was the track organiser of the Two-Player General Video Game AI Competition (GVGAI) 2016-2019 and was the Vice-Chair for Conferences of the IEEE CIS Games Technical Committee in 2020. Her research interests include general video game playing AI, evolutionary algorithms, and tabletop games. r.d.gaina@qmul.ac.uk Email Mastodon https://rdgain.github.io/ Other links Website https://www.linkedin.com/in/raluca-gaina-347518114/ LinkedIn BlueSky https://www.github.com/rdgain Github Featured Publication(s): PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games The n-tuple bandit evolutionary algorithm for automatic game improvement Population seeding techniques for rolling horizon evolution in general video game playing Automatic Game Tuning for Strategic Diversity Analysis of vanilla rolling horizon evolution parameters in general video game playing General video game for 2 players: Framework and competition General Video Game Artificial Intelligence Playing with evolution Rolling horizon evolutionary algorithms for general video game playing Self-adaptive rolling horizon evolutionary algorithms for general video game playing Rolling Horizon NEAT for General Video Game Playing Frontiers of GVGAI Planning Planning in GVGAI Efficient heuristic policy optimisation for a challenging strategic card game General video game artificial intelligence Optimising level generators for general video game AI 'Did you hear that?' Learning to play video games from audio cues Project Thyia: A forever gameplayer Tackling sparse rewards in real-time games with statistical forward planning methods General video game ai: A multitrack framework for evaluating agents, games, and content generation algorithms The Multi-Agent Reinforcement Learning in Malm\" O (MARL\" O) Competition VERTIGØ: visualisation of rolling horizon evolutionary algorithms in GVGAI General win prediction from agent experience League of Legends: A Study of Early Game Impact Self-adaptive MCTS for General Video Game Playing The 2016 two-player gvgai competition Introducing real world physics and macro-actions to general video game AI Rolling horizon evolution enhancements in general video game playing Learning local forward models on unforgiving games Themes Game AI - Previous Next

  • University of Applied Arts Vienna

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. University of Applied Arts Vienna

  • New Moon Studios

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. New Moon Studios

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